2024.05.21 16:49 Junkersfoil Four more Departures for Bath at the End of the Season
The club can confirm that Johannes Jonker, Juan Schoeman, Keiran Verden, and Max Wright will be leaving Bath Rugby at the end of this 2023/24 season. submitted by Junkersfoil to rugbyunion [link] [comments] Verden departs the Blue, Black and White, after eight years having risen through the Beechen Cliff pathway into the club’s Senior Academy and then the First Team. The prop’s Premiership debut came during the 2019/20 season against Worcester Warriors, and he has since gone on to make 16 appearances in the famous jersey. With 40 caps to his name earned over a seven-year period at Bath, Wright joined the club in October 2017 having graduated from the Yorkshire Carnegie setup before going on to make his league debut against Northampton Saints. The centre made his first European start in the same campaign and played a key role in helping England Under-20s win the Six Nations Grand Slam in 2017. The South African front row pairing of Schoeman and Jonker joined Bath in 2020 and 2021, respectively. Schoeman arrived from Durban-based outfit The Sharks having also played for the Blue Bulls, making his first Premiership appearance for Bath against Worcester Warriors. He is currently standing at 62 appearances for the club, most recently coming off the bench during the Round 18 win against Northampton Saints. Former Border Bulldogs, Lions, and Montpellier prop Jonker signed from Ealing Trailfinders and debuted on the opening day of the 2021/22 Premiership season against Sale Sharks, the same game in which Schoeman scored his first Bath Rugby try. Jonker has gone on to represent the club 27 times. Reflecting on his time at the club, Verden, whose Bath Rugby player legacy number is #2887 said: “I just want to say a massive thank you to the fans, staff, and all the players at Bath Rugby. I’ve absolutely loved my time at the club and having the opportunity to represent this city. To all the players I’ve played with, it’s been a pleasure and I’ll miss every one of you. Bath will always hold a special place in my heart. Plenty of work left to be done to finish where we want to and I’m proud to be a part of that.” Wright, holding player legacy number #2859, looked back on his time playing centre for the club with fondness. He said: “I’ve been lucky enough to call Bath my home for the last seven years. I’ve had some amazing memories and made some lifelong friends. I’ll remain a Bath fan for life.” With player legacy number #2886, Schoeman spoke of his affinity for those who have helped him on his journey at Bath. He said: “I’m eternally grateful to have been afforded the opportunity to wear the Blue, Black and White jersey and everyone and everything it resembles in the highs and lows with the support of family and friends, coaches who believed in me and helped me grow as a human being and as a rugby player. Also for the management and staff who helped me return to, and maintain form on, the rugby pitch, and for the unwavering support of the fans.” Jonker, whose Bath Rugby player legacy number is #2898, paid tribute to the club and those closest to him. He said: “As I say goodbye to Bath Rugby, I want to express my gratitude to everyone involved. Playing alongside such talented teammates and having the support of our amazing supporters has been a true honour. Thank you to all the coaches and staff that have helped me along the way. Special thanks to my wife, Kirsty, for her unwavering support and love throughout this journey. These experiences have made me a stronger and better person. Thank you for everything. Bath Rugby will always hold a special place in my heart. I wish the club well for the future.” Head of Rugby Johann van Graan highlighted the contributions all four players have made during their time spent with the Blue, Black and White. “All four of these gentlemen have very unique personalities and will be missed around the group. They were very good team men, and we wish them all the very best in the next steps of their journey.” |
2024.04.26 11:21 tired_ofit They're no better than "trolls"
Normally I'd edit out names but this is ridiculous. Dear BDL, you're no better than the people you think are "mean". submitted by tired_ofit to BeckiJones [link] [comments] |
2024.04.24 02:49 RodeoBoss66 San Angelo Stock Show and Rodeo: Recap, Highlights and Payouts
The final rodeo of the Texas Swing paid almost $800,000 in 2024 with the inclusion of breakaway ropingApril 22, 2024 04:50 PMBY BRETT NIERENGARTEN The 2024 San Angelo Stock Show and Rodeo marked the conclusion of the Texas Swing and delivered new No. 1s and big risers in the World Standings. Cooper Cooke Takes Over No. 1 in the World With Dominant Bareback Riding PerformanceCooke was the only roughstock cowboy to win both rounds in San Angelo doing so with matching 88.5-point rides, the first on Korkow Rodeo’s Buffalo Soldier and the second on Pickett Pro Rodeo’s Night GazerThe win marked Cooke’s first since the Brawley Cattle Call (California) on Nov. 12, but he did make the Finals of the last four Texas Swing Rodeos. He made $17,070 in San Angelo overtake RodeoHouston Champion Leighton Berry for the No. 1 spot in the PRCA World Standings. Cooke was 3.5 points clear of second place Jacob Lees. Dylan Hancock Rockets Almost 40 Spots in PRCA World StandingsThe 20-year-old entered the weekend No. 51 and completely off the radar of the rodeo world. Flash forward to Friday night and he was the champion of his hometown rodeo and on his way to ranking No. 13 in the PRCA World Standings after all the money was tallied.Hancock was 7.8 to win the Short Round and claim the Average by four tenths of a second over one of his traveling partners Cole Clemons. “It means everything (to win this rodeo), that was the coolest thing I’ve ever done right there, to make a great run in front of my home crowd, it was awesome,” he said. Brooke Eddy Becomes First Ever Breakaway Champion With 2.1-Second Run in FinalsThere were a total of 180 ladies vying to be the inaugural San Angelo Breakaway Roping Champion and it was Texas cowgirl Brooke Eddy who got it done with an aggregate time of 7.0 seconds on three.Eddy won a total of $9,909 in San Angelo. Entering the rodeo, she had banked just $582 on the year and sat No. 238 in the World. By the time the money is counted from the weekend, she will be in the Top 50 of the WPRA World Standings. “It’s been a trialing couple of years, but I think this is our year,” she said. “This horse means a lot to me...I’m just super thankful for her to come to something this big and do this, it means a lot.” BAREBACK RIDINGFirst Round: 1. Cooper Cooke, 88.5 points on Korkow Rodeos’ Buffalo Solider, $7,710; 2. R.C. Landingham, 87, $5,911; 3. (tie) Jacob Lees and Wyatt Maines, 86.5, $3,598 each; 5. (tie) Ethan Mazurenko and Will Norstrom, 86, $1,542 each; 7. Tilden Hooper, 85.5, $1,028; 8. Keenan Hayes, 85, $771.Finals: 1. Cooper Cooke, 88.5 points on Pickett Pro Rodeo Co’s Night Gazer, $1,650; 2. Jacob Lees, 87, $1,250; 3. Ethan Mazurenko, 86, $900; 4. (tie) Tilden Hooper and Will Norstrom, 85, $475 each; 6. R.C. Landingham, 84.5, $250. Average: 1. Cooper Cooke, 177 points on two head, $7,710; 2. Jacob Lees, 173.5, $5,911; 3. Ethan Mazurenko, 172, $4,369; 4. R.C. Landingham, 171.5, $2,827; 5. Will Norstrom, 171, $1,799; 6. Tilden Hooper, 170.5, $1,285; 7. Wyatt Maines, 169.5, $1,028; 8. Bodee Lammers, 161.5, $771. STEER WRESTLINGFirst Round: 1. Jacob Edler, 3.6 seconds, $6,554; 2. Cole Walker, 3.7, $5,700; 3. (tie) Stetson Jorgensen and Tyler Waguespack, 3.8, $4,417 each; 5. (tie) Trisyn Kalawaia, Don Payne and Talon Roseland, 3.9, $2,280 each; 8. Gavin Soileau, 4.0, $570.Second Round: 1. (tie) Trever Nelson and Rooster Yazzie, 3.6 seconds, $6,127 each; 3. Ty Erickson, 3.7, $4,845; 4. Grady Payne, 3.8, $3,990; 5. (tie) Adam Musil and Heath Thomas, 3.9, $2,707 each; 7. Chance Howard, 4.1, $1,425; 8. (tie) Tanner Brunner, Tyke Kipp, Wade Steffen and Dirk Tavenner, 4.2, $142 each. Finals: 1. (tie) Mike McGinn and Cole Walker, 4.1 seconds, $1,656 each; 3. Chance Howard, 4.2, $1,309; 4. (tie) Matt Reeves and Heath Thomas, 4.4, $963 each; 6. Don Payne, 4.7, $616; 7. Trever Nelson, 4.9, $385; 8. Stetson Jorgensen, 5.0, $154. Average: 1. (tie) Matt Reeves and Cole Walker, 12.8 seconds on three head, $9,191 each; 3. Don Payne, 13.2, $7,267; 4. Mike McGinn, 13.6, $5,985; 5. (tie) Heath Thomas and Trever Nelson, 13.8, $4,061 each; 7. Chance Howard, 14.0, $2,137; 8. Stetson Jorgensen, 14.3, $855. TEAM ROPINGFirst Round: 1. Dustin Egusquiza/Levi Lord, 3.8 seconds, $5,721 each; 2. (tie) Brenten Hall/Kaden Profili and Tanner Tomlinson/Patrick Smith, 4.0, $4,602 each; 4. (tie) Brady Tryan/Calgary Smith and Tyler Wade/Wesley Thorp, 4.1, $3,109 each; 6. (tie) Luke Brown/Travis Graves, Devon Johnson/Boogie Ray and Max KuttleCashton Weidenbener, 4.2, $1,244 each.Second Round: 1. (tie) Derrick Begay/Colter Todd and Dustin Egusquiza/Levi Lord, 3.6 seconds, $5,348 each; 3. Chace Thompson/Chad Williams, 3.7, $4,229; 4. (tie) Jake Clay/Trey Yates, Coleman ProctoLogan Medlin and J.C. Yeahquo/Buddy Hawkins II, 3.8, $2,736 each; 7. Mason Appleton/Cooper Freeman, 3.9, $1,244; 8. (tie) Billy Bob Brown/Josh Patton, Wade Smith/Zach Varian and Slade Wood/Nathan Walker, 4.0, $166 each. Finals: 1. Cash Duty/Ross Ashford, 4.2 seconds, $1,380 each; 2. (tie) Shay Dixon Carroll/Jace Helton and Curry KirchneJake Edwards, 4.5, $1,110 each; 4. Andrew Ward/Kollin VonAhn, 4.9, $840; 5. Tyler Wade/Wesley Thorp, 5.3, $660; 6. Cory Kidd V/Tanner Braden, 6.0, $480; no other qualified runs. Average: 1. Shay Dixon Carroll/Jace Helton, 13.9 seconds on three head, $8,582 each; 2. Tyler Wade/Wesley Thorp, 14.2, $7,462; 3. Cash Duty/Ross Ashford, 14.3, $6,343; 4. Cory Kidd V/Tanner Braden, 14.4, $5,224; 5. Andrew Ward/Kollin VonAhn, 14.6, $4,104; 6. Curry KirchneJake Edwards, 15.5, $2,985; 7. Dustin Egusquiza/Levi Lord, 7.4 on two head, $1,866; 8. James Arviso/JR Gonzalez, 8.7, $746. SADDLE BRONC RIDINGFirst Round: 1. (tie) Wyatt Casper, on J Bar J’s Hell On Hooves, Sage Newman, on Pete Carr Pro Rodeo’s Code Blue, and Ryder Sanford, on J Bar J’s Dirty Lizard, 87.5 points, $5,481 each; 4. Lefty Holman, 87, $2,584; 5. (tie) Tyrel Roberts and Cort Scheer, 86.5, $1,409 each; 7. Brody Cress, 86, $940; 8. (tie) Tanner Butner, Isaac Diaz and Cauy Masters, 85.5, $235 each.Finals: 1. Tanner Butner, 88.5 points on J Bar J’s In The Lu, $1,650; 2. Sage Newman, 86.5, $1,250; 3. (tie) Wyatt Casper and Isaac Diaz, 86, $750 each; 5. Tyrel Roberts, 84.5, $350; 6. Lefty Holman, 83, $250. Average: 1. (tie) Sage Newman and Tanner Butner, 174 points on two head, $6,225 each; 3. Wyatt Casper, 173.5, $3,993; 4. Isaac Diaz, 171.5, $2,584; 5. Tyrel Roberts, 171, $1,644; 6. (tie) Lefty Holman and Ryder Sanford, 170, $1,057 each; 8. Cort Scheer, 169, $705. TIE-DOWN ROPINGFirst Round: 1. Riley Mason Webb, 6.9 seconds, $6,996; 2. Tuf Case Cooper, 7.6, $6,083; 3. (tie) Connor Atkinson and Bryce Derrer, 7.8, $4,714 each; 5. Ryan Jarrett, 7.9, $3,346; 6. Cash Hooper, 8.1, $2,433; 7. (tie) Tom Crouse, Riley Pruitt and Marty Yates, 8.2, $710 each.Second Round: 1. (tie) Cash Enderli, Zaine Mikita and Marty Yates, 7.3 seconds, $6,083 each; 4. Jake Pratt, 7.4, $4,258; 5. (tie) Charlie Gibson and Shad Mayfield, 7.5, $2,890 each; 7. (tie) Macon Murphy and Jeremiah Peek, 7.6, $1,065 each. Finals: 1. Dylan Hancock, 7.8 seconds, $1,978; 2. Riley Mason Webb, 8.2, $1,720; 3. Tom Crouse, 8.5, $1,462; 4. Cole Clemons, 8.8, $1,204; 5. Carson Watford, 9.3, $946; 6. Cash Hooper, 11.0, $688; 7. (tie) Connor Atkinson and Ryan Jarrett, 16.7, $301 each. Average: 1. Dylan Hancock, 24.9 seconds on three head, $10,494; 2. Cole Clemons, 25.3, $9,125; 3. Tom Crouse, 25.4, $7,756; 4. Riley Mason Webb, 25.7, $6,387; 5. (tie) Cash Hooper and Carson Watford, 27.3, $4,334 each; 7. Ryan Jarrett, 33.1, $2,281; 8. Connor Atkinson, 33.2, $912. BREAKAWAY ROPINGFirst Round: 1. (tie) Timber Allenbrand, Megan Powell and Madalyn Richards, 2.1 seconds, $3,791 each; 4. J J Hampton, 2.2, $2,321; 5. (tie) Jordan Jo Hollabaugh, Alli Masters, Addie Weil and Joey Williams, 2.3, $1,363 each; 9. (tie) Jenna Lee Adams and Brooke Eddy, 2.4, $870 each; 11. (tie) Haley Mason and Britta Strain, 2.5, $638 each; 13. (tie) Josie Conner and Angie Green, 2.6, $406 each; 15. (tie) Addee Carder, Rickie Fanning, Kadin Jodie, Delaney Kunau, Abby Medlin, Aspen Miller and Riley Welch, 2.7, $33 each.Second Round: 1. Kelsie Domer, 1.7 seconds, $4,642; 2. (tie) Shelby Boisjoli-Meged, Emilee Charlesworth and Bradi Good, 2.0, $3,017 each; 5. (tie) Sarah Angelone, Hannah Bass, Alli Masters and Taylor Munsell, 2.1, $1,363 each; 9. (tie) Hadley Clearman, Jessi Everett and Shelby Whiting, 2.2, $812 each; 12. (tie) Martha Angelone, Bailey Jay, Kirsty Stewart and Hali Williams, 2.3, $406 each. Finals: 1. Brooke Eddy, 2.1 seconds, $2,076; 2. Kelsie Domer, 2.3, $1,805; 3. (tie) Rickie Fanning and Alli Masters, 2.8, $1,399 each; 5. Addie Weil, 3.7, $993; 6. Josie Conner, 12.0, $722; no other qualified runs. Average: 1. Brooke Eddy, 7.0 seconds on three head, $6,962; 2. (tie) Kelsie Domer and Alli Masters, 7.2, $5,048 each; 4. Rickie Fanning, 8.3, $3,481; 5. Addie Weil, 8.7, $2,785; 6. Josie Conner, 17.2, $2,089; 7. Timber Allenbrand, 4.7 on two head, $1,741; 8. (tie) Joey Williams and Haley Mason, 5.0, $1,480 each; 10. Angie Green, 5.1, $1,218; 11. Emilee Charlesworth, 5.3, $1,044; 12. Harley Meged, 5.5, $870; no other qualified runs. BARREL RACINGFirst Round: 1. Wenda Johnson, 15.66 seconds, $6,177; 2. Kalli McCall, 15.97, $5,295; 3. Kylee Scribner, 16.02, $4,412; 4. (tie) Ashley Castleberry and Shelley Morgan, 16.09, $3,383 each; 6. Sara Winkelman, 16.10, $2,353; 7. Shy-Anne Jarrett, 16.12, $1,765; 8. (tie) Mallee Jones and Oceane Veilleux, 16.16, $1,030 each; 10. (tie) Ryann Pedone and Dona Rule, 16.17, $294 each.Second Round: 1. Jymmy Cox, 14.03 seconds, $6,177; 2. (tie) Wenda Johnson and Tiany Schuster, 14.05, $4,854 each; 4. Dona Rule, 14.08, $3,824; 5. Sydney Graham, 14.11, $2,942; 6. Jordan Driver, 14.15, $2,353; 7. Ilyssa Riley, 14.18, $1,765; 8. Timber Allenbrand, 14.20, $1,177; 9. Dena Kirkpatrick, 14.22, $882; 10. Brittany Pozzi Tonozzi, 14.24, $588. Finals: 1. Tiany Schuster, 14.08 seconds, $2,402; 2. Dena Kirkpatrick, 14.17, $2,059; 3. Shelley Morgan, 14.20, $1,716; 4. Ilyssa Riley, 14.21, $1,487; 5. Dona Rule, 14.23, $1,144; 6. Kalli McCall, 14.25, $915; 7. Wenda Johnson, 14.29, $686; 8. Sydney Graham, 14.51, $458; 9. Emma Charleston, 14.66, $343; 10. Jymmy Cox, 19.14, $229. Average: 1. Wenda Johnson, 44.00 seconds on three head, $9,266; 2. Tiany Schuster, 44.35, $7,942; 3. Dona Kay Rule, 44.48, $6,619; 4. Shelley Morgan, 44.55, $5,736; 5. (tie) Ilyssa Riley and Kalli McCall, 44.57, $3,971 each; 7. Dena Kirkpatrick, 44.64, $2,647; 8. Sydney Graham, 45.05, $1,765; 9. Emma Charleston, 45.12, $1,324; 10. Jymmy Kay Cox, 49.53, $882. BULL RIDINGFirst Round: 1. JR Stratford, 90 points on Pete Carr Pro Rodeo’s Bruised Kitty, $7,217; 2. (tie) Jeff Askey and Dustin Boquet, 88, $4,811 each; 4. Cooper Jacobs, 87.5, $2,646; 5. (tie) Colton Byram, Beau Gardner, Vinell Mariano, Wacey Schalla and Jackson Ward, 86.5, $914 each.*Finals: 1. Scott Wells, 85.5 points on Pete Carr Pro Rodeo’s Twilight Zone, $5,000; no other qualified rides. Average: 1. Scott Wells, 171.5 points on two head, $7,217; 2. (tie) Jeff Askey and Dustin Boquet, 88 on one head, $4,811 each; 4. Cooper Jacobs, 87.5, $2,646; 5. (tie) Colton Byram, Jackson Ward, Vinell Mariano, Wacey Schalla and Beau Gardner, 86.5, $914 each. *(all totals include ground money). |
2024.04.22 13:24 healthmedicinet Health Daily News April 21 2024
2024.04.19 01:52 nowhereman136 All Guild Awards Nominees and Winners 2024
2024.04.19 00:25 shikaiDosai Why the Alien Chapter "failed" - A measured response
I think one of the most confusing things to happen in the current year of Dead by Daylight was the release of the Alien chapter, coming with two of the most iconic and likely most anticipated characters to ever be added to the game: Ellen Ripley and of course the one and only Xenomorph. Alien is the flagship IP for sci-fi horror having essentially birthed the genre, with Ripley being one of the original "tough female badass" final girls to contrast the traditional female damsel in distress we saw as the final girl in movies like the original Halloween and original Texas Chainsaw Massacre, giving birth to many iconic characters like Kirsty Cotton (Hellraiser), Sidney Prescott (Scream), and of course Dana Polk in the deconstructive Cabin in the Woods movie. submitted by shikaiDosai to deadbydaylight [link] [comments] So what's confusing is how such an iconic franchise ended up being largely ignored by the community. Everywhere you go you'll find posts by content creators and common players alike asking "what happened to Xeno?" and the stats don't lie: nightlight.gg cites Xenomorph as having a 2.2% pick rate, below the overall killer average (2.9%) and below the likes of Spirit or Clown. While Xeno's pickrate isn't truly in the godawful tier (she beats out Knight, Pyramid Head, and Demogorgon to name a few) it's still insanely low for an iconic movie monster. But a character who fares even worse is Ripley: for such an iconic character having them be (according to Nightlight.gg) the 6th least played survivor in the game (above Haddie, Quentin, Tapp, Jonah, and Yoichi from most to least played) is truly a sad display. She's under even Laurie Strode (by a tiny margin, but still) a character who notoriously aged far worse than her. I want to write out a detailed analysis on why I think the Alien chapter "failed", diving into the survivor, the killer, and the map to see how such a major license could've failed so spectacularly. Part 1 - The SurvivorStarting with Ripley because she is much, much easier to talk about than her killer counterpart. There is a lot of detail that goes into a killer power but since survivors are ultimately "just skins" there's only two things you can really care about: their looks and their perks... shame neither of which are that good.The Perks Ripley's perks are... bad. Okay that's the understatement of the century: Ripley's perks are easily the worst we've gotten all year, and the worst perks we ever got since... well, Thalita Lyra (goddamn Year 7 was a bad year for DbD.) Lucky Star Lucky Star is such a bafflingly bad perk. For one the activation requirement of going into a locker is pretty big: doing so slowly (and it's not like you're going to fast vault into a locker) takes about 3 seconds, which if you account for both entering and exiting a locker means that you're wasting about 6 seconds just to use this perk. 6 seconds doesn't sound like a lot but that's everything in DbD time, especially since the perk has a very notable effect of being a stealth perk. Spending 3 seconds to activate "stealth mode" and silence your grunts of pain is pointless: you'd be better off running away as no killer is going to give you 3 seconds to hide mid-chase or even when approaching your generator. Even in the context of running it alongside Quick and Quiet your lingering pools of blood and scratch marks will likely inform the killer where you are hiding anyways. And that isn't even mentioning that for whatever baffling reason this perk has a limited duration of 10 seconds. Why? This is a very genuine question: why does the perk that makes you quiet while inside of a locker have a limited duration? I have tried my best to make Lucky Star work as a perk (because I hate myself) and you do not know how often I have been hiding in a locker, the killer searches the area around a completed generator (because they see no signs that the survivor ran away), and then midway through checking the area my character starts fucking grunting in pain again because of the perk's limited duration. You are legitimately better off running Iron Will instead of Lucky Star if planning to hide quietly in a locker, because while Iron Will doesn't make you completely quiet the natural muffling effect of the locker will mix with Iron Will to make you fairly quiet. And simply put: it's probably more effective for you to be at 10% volume all the time instead of being at 0% volume for 10 seconds and 40% volume after that. Even if it had been released in Year 1 of DbD it would still be pretty awful, but given the context that at the time Deja Vu had recently been buffed to be one of the best generator tracking / generator speed perks in the game having a perk that was mainly advertised as "a perk to find generators" was redundant. This would be akin to releasing a killer perk that allows you to slow healing down by 10% for 30 seconds when Sloppy Butcher lets you slow it down by 30% for 90 seconds... Oh wait we have a perk like that it's called Leverage (from Skull Merchant), and that isn't used either. The effect of revealing teammates is similarly limited by the duration: while I don't think Lucky Star should just be "Aftercare but better" the fact stands that perks like Bond and (the previously mentioned) Aftercare are available 24/7, giving you immediately actionable information at all times. Lucky Star's 10 second duration means that you only have a mere 10 seconds to do anything useful with knowing where your teammates are, and this is all after spending 6 seconds bumming around in lockers pretending that wasting 6 seconds to get 10 seconds of aura reading is in any way valuable. Oh and did I mention this perk has a cooldown? Yes the perk that consists of Iron Will but only in lockers for 10 seconds, Aftercare for 10 seconds, and Deja Vu but not even on important generators for 10 seconds has a cooldown. Okay so how long is this cooldown? 10 seconds like its duration? No: THIRTY. Thirty goddamn seconds to get the effects of 3 mid-tier perks but weaker for 10 seconds! To put 30 seconds of DbD time into perspective: healing someone takes 16 seconds. Healing yourself with a medkit is 33% slower, so it takes 21.3 seconds to heal yourself with a medkit. That means that you could use this perk, heal yourself to full with a medkit, and the perk would STILL be on cooldown for another 8.7 seconds! Lucky Star is a perk that already only worked in extremely niche situations that has limitations upon limitations upon limitations holding it back. But at the very least I can say as someone who has used Lucky Star that the perk has potential. Seeing where your teammates are from across the map can be useful in a variety of builds and scenarios, and silencing your grunts of pain can lead to some fun escapes. But for the perk to be in any way viable it needs its limitations removed: Jesus Christ remove the cooldown from this perk, and make it so the silencing effect is permanent while in a locker. Additionally the aura reading from this perk could be buffed to have a longer duration, since the perks its trying to replace (Deja Vu / Visionary / Aftercare / Bond) have unlimited durations. But even then I don't think Lucky Star would even be worth running outside of niche builds unless the perk had either a Quick and Quiet effect basekit (entering lockers quickly is silent; this effect would honestly warrant having a cooldown to prevent abuse) or have another effect like entering lockers 50% faster. Woo that's probably the most thought anyone has put into Lucky Star. Thankfully Ripley's other perks have way less to talk about. Chemical Trap I think this concept is cute but the problem is that it fundamentally requires you to play badly for a bad effect. For one Chemical Trap only works on downed pallets, which I mean... yeah duh but the point still stands. But what's worse is that to place the Chemical Trap you have to stand still for 2 seconds doing an animation just to activate the perk. And if the recent PTB has taught us anything, it's that Behaviour does not know how important animation times are when it comes to game balance. But what's worse is that this perk only affects one pallet. And "well yeah duh" you say, but most pallets can be mindgamed nowadays. This means that Chemical Trap is pretty much only useful on what's colloquially known as "god pallets" in the DbD sphere: otherwise known as pallets the killer has to break if they want to continue chasing. The thing is that these pallets are extremely valuable and many high-end players will recommend not dropping them at all so that a player who's in a more dangerous game state (such as on death hook) can use it for distance. "But how does this perk require you to play badly?" Well put simply in order to use this perk you have to:
Light-Footed Talk about a perk released way too late. There is one killer in the entire game who cares about footstep sounds, and that's The Spirit. "Oh but what about killers like Wraith or Pig or what if you're on The Game and sprinting on another floor and the killer hears you upstai-" No. We're in 2024 now and killers have better ways to track survivors than hearing their footsteps in the modern state of Dead by Daylight. So this perk is good against one, singular killer out of 33 available killers. And that killer isn't even all that popular. Cool. Calm Spirit at least hypothetically counters more killers than just Doctor, but that perk wasn't popular until Ultimate Weapon became popular. Oh and by the way: Doctor is played more than Spirit, so that says a lot about its usefulness. "But Light-Footed has uses beyond playing against Spirit! It lets you run away from killers without them realizing!" Yeah about that: there's this cool mechanic in Dead by Daylight called scratch marks. If a survivor sprints they leave them behind, and the killer can track them. Light-Footed does nothing to combat this mechanic, and in the words of SkoochLoL's video "Can We Talk About This: Pyke" What good is it to be unseen by the naked eye if the person in stealth is screaming at you yelling "I'M INVISIBLE!"Or in this case the inverse is true: what good is it to be completely silent if you're holding a bright neon sign reading "HELLO MISTER DUMB IDIOT KILLER I RAN IN THIS DIRECTION PLEASE FOLLOW THESE SCRATCHES TO FIND ME AND CLAP MY CHEEKS." This means that Light-Footed is essentially useless outside of extremely niche builds running perks like Lightweight or Boon: Shadowstep to hide the far more important thing, which is scratch marks. "Oh but I can run this with Dance With Me or Lucky Break to make my footsteps silent so I can use the hidden scratch marks after I vault / am injured to hide better!" Oh did I mention that this perk doesn't work while injured and is disabled for TWENTY SECONDS after vaulting?! Why?! It's just limitations upon limitations for an already weak effect! Light-Footed is a perk effect I'd expect to be attached to another, better perk as a bonus; not an entire dedicated perk slot. It's ridiculous that (release day) Made For This could've had its speed effect along with the effect of getting Endurance for healing others, but Light-Footed takes an entire perk slot for an effect that you need 3 other perks to support. Her Appearance This is probably the biggest issue with Ripley. Or at least that's what the website formerly known as Twitter would have you believe. Ripley fundamentally doesn't look like Sigourney Weaver, and while this is not Behaviour's fault in the slightest (it is up to miss Weaver herself if she is to give her likeness to corporations to use it) the fact remains that DbD Ripley looks very "baby-faced" for lack of a better explanation. I'm no expert on character modeling but DbD Ripley's face is too round. Sigourney Weaver's face is taller and DbD Ripley lacks the defined cheekbones and chin shape of Sigourney Weaver, something that Behaviour has proven themselves capable of doing not only with the two recent male survivors (Gabriel and Nic Cage, both of whom have defined chinbones and cheekbones) but also other female survivors like Haddie, Elodie, and Yui. Yui has a clearly "triangular" face, Elodie has noticeable creases around the top of her mouth, and Haddie similarly has very notable cheekbones. Fortnite understood the assignment regardless of if they were allowed to use Ripley's likeness or not. Ripley's hair also suffers. Put simply it doesn't look like she was given "hair" but rather a flat texture with some hair models loosely taped onto it. This looks especially bad in Ripley's "Back in Action" outfit where the hair is essentially one massive blob. It's extremely strange because other survivors with similar hairstyles are not modeled nearly as poorly, most notably Thalita Lyra who practically has the same haircut as Ripley minus the length and inclusion of a hairband. Thalita's hair looks... like hair, with individual strands while Ripley looks like doll hair where all the hair is connected at one point on the scalp. But I think the most notable part about the DbD model versus the actress is the eyes. I can't explain it (again: not a professional modeler) but they seem too... wide. Maybe it's because its attached to Ripley's flat, porcelain doll-esque face but she seems to have a constant doe-eyed expression that makes her look incredibly goofy. Overall while I do not know how much of the issue with Ripley's character model was a result of copyright the fact still stands that her appearance is lackluster in comparison to even Laurie Strode, a survivor released in 2016 who also couldn't be made to look like the actress due to copyright issues. DbD Laurie has a similar facial structure and eye shape to Jamie Lee Curtis, and while the model lacks proper cheekbones (old model) or the "softness" of Jamie Lee in the 1978 classic you could still make a convincing argument that DbD Laurie looks like Jamie Lee Curtis. Ellen Ripley doesn't look like Sigourney Weaver in the slightest. But hey: I can at least compliment BHVR that they got Weaver's nose right. Oh and not so much about her face but another weird part of her model, and there's no way to mention this without sounding like a creep... but why are her boobs so pointy? https://preview.redd.it/1zyozv8eqavc1.png?width=928&format=png&auto=webp&s=2457ae56a314cabbbfd359a562db3ab0ecb39b1b This is not an issue with Ripley 8 (which notably doesn't have a cloth top) or her Christmas sweater, but both her base cosmetic and the "Back in Action" Aliens cosmetic have extremely strange pointy boobs. Her Cosmetics & "The Set problem" The truth about Ellen Ripley is that outside of Legendary Cosmetics for Amanda Ripley or other characters from the Aliens franchise we weren't going to get many outfits. Behaviour more-or-less gathered every appearance of Ripley / Sigourney Weaver and gave us a cosmetic for each one: Alien Ripley (the default), Aliens Ripley (her more action-oriented look), and Alien: Resurrection Ripley (Ripley 8.) I think that minus the weird pointy boobs problem I mentioned with her base model her default is very good, and it manages the appearance of a one-piece sweatsuit well, complete with the lazily opened zipper that's iconic in almost all depictions of Alien 1 Ripley. Ripley 8 meanwhile... was never going to be a popular skin. Alien Resurrection is a very unpopular movie from the era where "everything was trying to be The Matrix" and having what's extensively "Matrix Ripley" was inherently not going to be popular amongst both Aliens fans and the general DbD audience. I think the only cosmetic that translated poorly is "Back in Action" IE Aliens (Aliens 2) Ripley. Yes it is movie-accurate: In Aliens Ripley does wear a white shirt, jean overalls with bullets on her straps, and has short hair... but it becomes very, VERY obvious when looking at the skin in Dead by Daylight that this outfit was NEVER meant to be seen in the lighting of Coldwind Farm. Because put as bluntly as possible: bright blue jeans and a bright white tee-shirt looks gaudy as hell and sticks out like a sore thumb. Aliens was specifically filmed in darker, moodier settings of space stations, and Ripley's brighter outfit was picked to make her stand out amidst that darker backdrop. And while I'm not saying that Ripley's shirt should be dark blue to compensate, perhaps the shirt should be #AAAFAE instead of #C0C6C4 is all I'm saying. But now for the other issue, which is "The Set Problem." Ever since the introduction of Cheryl Mason almost every licensed character has released with sets as opposed to individual cosmetic pieces you could mix-and-match. The only exception to this prior to Nic Cage and Alan Wake was Yoichi, who "doesn't really count" as he's technically a half-original character for Dead by Daylight (we've only ever seen child Yoichi in the Ringu films), and because well... he only has two alternate cosmetics, and one of them is actually a set. I think while everyone was expecting Ripley to only have sets there was also a hope that we'd return to the ways of old. The last time we had a film license in DbD was Stranger Things and none of those cosmetics were sets, even though many cosmetics (namely on Nancy) looked terrible when attached to other cosmetics. I think that deep down we hoped that the choice to make all outfits be sets was something exclusive to the video game licenses, as Capcom and Konami were perhaps stricter with their intellectual IPs. Unfortunately that's not the case, and all of Ripley's outfits can't be combined at all. Want the Prestige head on Back in Action Ripley? Too bad. Want your default Ripley to wear a cool leather jacket? Sucks to be you! Want to wear casual jeans alongside your Christmas sweater? Well shit bro that's too bad. I fully understand that sets are ultimately the choice of the license holders as opposed to Behaviour: I do not remotely believe that the choice to make all of Ripley's outfits sets was some sort of cruelty or negligence on the developers. But I think that perhaps at some point in the negotiations a push should've been made to allow for mixing-and-matching of cosmetic pieces, or further technology needs to be pushed in Behaviour's pipeline so sets aren't forced to consist of all 3 pieces of an outfit. I understand the need for sets if a shirt + pants combo can't be split (either due to licensing issues or clipping issues) but I think it would really help Behaviour in the long-term if people could wear their Prestige heads on top of their favorite outfits. I think Behaviour vastly underestimates how much... well, prestige a prestige bloody face carries when sitting in the survivor lobby. Stealth & Audio A very quick passing mention of Ripley's stealth as someone who's been playing her semi-regularly: ...She's fucking loud. Both her injured sounds and her general breathing are very distinct, putting you at an automatic disadvantage when playing against killers who rely on sound for tracking. Not only that but her cosmetics aren't good for stealth either: her Prestige model isn't nearly bloody enough to be good for stealth and both her alternate cosmetics are sleeveless, meaning that her bare white arms will be visible from a distance to any killer. Stealth as a playstyle is largely dead (and anyone who wants to play stealthy is playing Claudette, Zarina, or Ace anyways) but it is still worth mentioning. Consider her lack of stealthy options a cherry on top of all her other issues. The Context One final thing that I think is very important to analyze about Ripley is the context she was released in. No character is ever released in a vacuum and general community consensus can shape a lot of perception. Take for example the release of Knight into Skull Merchant during one of the worst generator metas of all time: the perception of releasing highly defensive killers during an incredibly generator-stall focused meta resulted in one of the worst perceived killers of all time, and while no one can argue that release-day Skull Merchant was a good addition to the game I think community opinion on Skull Merchant might not be so vile if not for the context she was released in. "But you're talking about Ripley: why are you bringing up Skull Merchant?" Well Ripley released at a time that two of the most impactful survivor releases in recent times had recently occurred: Gabriel Soma and Nicholas Cage. I can not stress that while I don't think Nic Cage was "the most played, most popular survivor ever in the history of the game" or anything he is easily one of the most hyped survivor releases since probably the first Resident Evil DLC with Leon and Jill. Having a survivor with proper voice lines who was simply put funny to play was a massive breath of fresh air to Dead by Daylight at the time (again: still dealing with the after-effects of CoBverchaRuption meta.) The overwhelming community response of "I am going to P100 Nic Cage" was staggering, and any survivor released after him would have an extremely high bar to climb. Not helping Ripley's case was Gabriel Soma. While the survivor himself is unpopular and his perks now are nothing to ride home about, release day Gabriel came with one very important perk for understanding the context of DbD at the time: Made for This. For those of you who don't remember (or wish to forget) Made for This originally only required you to be Injured and not Exhausted, a very low bar to allow good players to run every loop far more tightly and also allowed bad players to still get a massive increase in distance when holding W while still being able to run perks like Dead Hard to have the safety of an Exhaustion perk at hand. (MFT didn't Exhaust you, it just turned off when Exhausted.) So in short Ripley released at a time that almost everyone wanted to get Nic Cage to high Prestige, and also when most newer / returning players would be encouraged to dump bloodpoints into Gabriel Soma to get him Prestiged to unlock Made For This on their other characters. Ripley already arrived at the marathon with two bullets in her feet just for Nic Cage to shoot her in the kneecap and Gabriel Soma to kick her while she was down. Who'd Prestige an ugly survivor with bad perks and cosmetics you couldn't mix-and-match when you could instead prestige the funny Nicholas Cage who screams whenever he sees a killer and wants to have tea parties with Sadako, or the insanely broken new survivor with "new Dead Hard" as one of his teachables? tl;dr of the problems with Ripley: her perks are awful, she doesn't look anything like Sigourney Weaver, her model is just generally bad with low quality hair and weird body parts, her cosmetics are all sets that can't be mixed together, and she was released right after two extremely popular survivors Part 2 - The KillerSo there are some things that remain constant issues about Xenomorph, but I don't think we can talk about this killer without discussing...Release Day Xeno Release day Xenomorph was... overpowered. There's no other way to put this. On release Xeno had basically no slowdown for their tail attack, meaning that they could keep following you at full speed after hitting you (or missing.) Imagine a killer who permanently had 8 stacks of Save the Best for Last. Okay: now imagine a killer who permanently has 8 STBFL stacks, can hit over pallets, has a smaller model (making it harder to mindgame them at loops), a smaller terror radius, and a global pseudo-teleport. Can you see why Xeno was so hated on release? And negative reviews on Steam reflect this with many reviews mentioning how OP Xenomorph was on release. Oh but it's okay! Behaviour were going to fix the killer right! Just make the killer slow down a bit and maybe make the tail take a bit to charge. Certainly they'd make the animation slower to compensa... Patch 1 Xeno Oh dear they broke the alien kitty. After Xenomorph's first nerf he was broken. Not "insanely overpowered broken"; I'm talking "Twins" broken. Behaviour made the tail attack slower but did not slow down the animation to compensate. This made the tail feel unbelievably janky as both killer and survivor because as killer you'd watch your tail travel through a survivor and miss them completely, and as survivor you'd watch the killer's tail strike where you were 5 seconds ago and then hit you anyways. It was the worst of both worlds: the killer was confusing to play and survivors were dealing with Long Arm Freddy Syndrome every time the killer used their power. How long did this bug last for? A day? A week? THREE WEEKS. Three weeks of one of the most anticipated characters in the game being simultaneously unplayable and so ungodly buggy that every survivor had to second guess if they were playing against a hacker! "Why does this matter? Xeno works fine now, right? It's not like a killer being bugged so hard they're practically unplayable is new, right? I mean, Twins and Knight players experience that biweekly!" No you do not understand: while Xenomorph was extremely frustrating for survivors to play against on release, she was also extremely fun to play as killer. You had an anti-loop killer with good mobility who was... well essentially cheating, meaning that low-skill players could have fun with her while high-skill players had fun discovering unique techs you could perform with Xenomorph's tail hitbox. She was an incredibly fun killer... and breaking her two weeks after release to leave her in a practically unplayable state for nearly a month was the biggest crash you could possibly give a player after the dopamine rush of essentially playing with cheat codes on. Imagine if you will a low MMR baby killer: the ideal "casual player" as it were. They love the Aliens franchise and purchase Xenomorph day 1. They play her and dominate, I'm talking completely stomp the competition. Sure they need to play around flame turrets but the survivors also don't know how to face Xeno. They don't know good flame turret placements, so our killer has a massive advantage. Then one day a hotfix comes out and they can't hit any tail attacks. At first they think they're just having a bad game but then they notice the tail going straight through survivors and not giving health states. They post on the official forums or Reddit or wherever and learn that "oh yeah the tail attack hitbox is bugged now." Doesn't that just feel like complete shit? You had a very fun killer that no one knew was overpowered because... well new character, and after winning game after game thinking "man this character is so good" they're hit not with the Nerf bad, but with the "Gamebreaking Bug" bat. They're not "worse" they're unplayably bad, right at the peak of your enjoyment. Imagine every time a new killer comes out how much fun you have, and now imagine that Behaviour comes and takes your toys away and replaces your cool RC car with a McDonald's Hotwheels toy that's missing a wheel. Wouldn't you be upset too? So killers hate Patch 1 Xeno because she literally doesn't work, and survivors still hate Patch 1 Xeno because we replaced "insanely overpowered" jank with "busted hitboxes" jank, which no matter what feels awful to play against from the survivor perspective. Neither side has fun and many of the Xenomorph players quit playing her because... well she literally doesn't work. Why play Xeno when you can play Nemesis or Demogorgon and accomplish similar results on a killer who actually functions? Patch 2 Xeno (IE Current Xenomorph) Current Xenomorph feels just a little too clunky, as someone who has her as an off-main (P13, which yeah ain't impressive but my highest prestige is P34 so sue me.) The tail has a nearly second-long windup and getting used to it can be frustrating. The best analogy I've heard is that Xenomorph's tail works like a flintlock pistol where you have to pull the hammer back before it fires. But very few abilities in Dead by Daylight work like this, and those that do have far more fluid animations than Xeno. Huntress raises her arm, goes "HOP", and then goes "YA" and flings her hatchet. Deathslinger raises his gun and fires. Nemesis raises his tentacle before whipping it. Wesker raises his tentacle, goes "heh heh heh", and then goes "HUUUUHHHH" and choke slams a survivor into a wall. Xenomorph raises their tail, waits for a second while they read their website formerly known as Twitter feed, and then strikes forward. It's weird and takes getting used to. The problem however is that playing against Xenomorph still feels odd, especially for new players. While I think Xenomorph is more balanced (and possibly even weaker) than the likes of Nemesis due to the counterplay of turrets many new players do not know how to effectively place turrets, so even though Nemmy can shred through pallets Xeno still feels worse to play against due to her longer range and less obvious windup. (Not to mention she can start to wind up while keeping full momentum.) Even veteran players are often put into lose-lose situations against Xeno if there are no turrets nearby. "Okay so it's just a skill issue on both sides then? Killers need to git gud and learn how to aim their tail, and survivors need to git gud and learn flame turret placement." Well not quite. There are still other problems with Xenomorph that will constantly exist that hinder her play rate, even if they're far less impactful than her other issues. Flame Turrets, otherwise known as "The Singularity EMP Problem" Few killers have powers that encourage the survivor to fight back directly. Yes a survivor can clicky clicky a flashlight at you but there's few killers where the power actively consists of survivors doing something to hinder you. Singularity was the first time Behaviour truly experimented with the survivors being able to do something mid-chase to hinder your power beyond looping well, and it's perhaps fitting that the next killer released had a very similar mechanic. The problem with Flame Turrets versus Singularity's EMPs is how the power dynamic between the two interacts. The problem with Singu EMPs is that they require very little effort on the survivors' part to use: they just hold M1 and a big "no touch me mister killer" bubble appears to disable your power. But the good thing about Singu is how the killer can dynamically respond to this counterplay by replacing biopods. Flame Turrets meanwhile are the exact opposite. They require a good bit of skill to find effective spots to put them so that they can knock the killer out of their power before they're destroyed. This means that new players will inherently struggle with placing Flame Turrets and with facing Xenomorph by proxy, as Flame Turrets are the only truly effective means of disabling the killer's power. But the bigger issue is that the counterplay as killer remains fairly binary: hit the turret before it knocks you out of your power. There are ways to play around this (such as walking around cover) but this almost always relies on either the survivors making misplays or you bringing addons to counteract the turrets (Emergency Helmet / Lambert's Map.) I think every Xeno player can recall at least one match where it felt like there was a turret everywhere you went and you weren't allowed to use your power. Having your power get disabled inherently feels bad, which leads to the killer feeling frustrating to play. Not helping this problem is... OH MY GOD STOP SCREAMING AT ME There are loud killers: Oni is loud. Demogorgon is loud. Knight is loud. The thing about this killers is that they're menacingly loud: Oni's roars and stomping, Demogorgon's stomping, Knight's... stomping: they all contribute to an aura that the killer is a big lumbering beast coming to crush your skull like a sparrow egg. Xenomorph is a different type of loud. Xenomorph is fucking annoying. The Xenomorph's sound design is not Behaviour's fault, and in fact I think the sounds themselves are fantastic and very movie-accurate. The problem with Xeno is that the alien's screeching is meant to contribute to a horror atmosphere. Hearing them screech when they attack is meant to be a jumpscare, and hearing them scream in agony as they're burnt alive is meant to make you think "fuck yeah you space bastard; get away from our heroes!" These sounds do not sound good as a killer player. The hit sounds are fine enough but every fucking time you walk into a flame turret you're met with a mix of obnoxious SFX. You hear flames being shot in your face, your killer screams in agony, and all the while the beeping of a safety alarm is blaring in your ears as you do the gameplay equivalent of smacking your alarm clock off. This happens every goddamn time you walk into a flame turret. It's inherently unpleasant to constantly hear your character screaming any time you deal with your main form of counterplay, which by necessity of the killer's design will happen a lot. Control Stations, otherwise known as "The Sadako TV Problem" I'm sure anyone who's played Sadako has had a time when they've teleported to a TV that's facing the opposite direction of a generator and is 10 feet away from said gen, giving the survivor ample time to run away... Xeno's Control Stations have a similar spawning logic to Sadako TVs, which therefor means she experiences the exact same issues as her ghostly counterpart. It just feels bad to have a control station be behind two walls, giving the survivors a massive head start. It just feels bad when for whatever reason the game's RNG decides that you shouldn't have a control station beside an important generator. It just feels bad when the control station in the Garden of Joy main building is located on the first floor but the gen is on the second floor and in the time it takes you to walk up the stairs to the gen the survivors finish it in your face and all take the window to escape you. This is sadly an issue that can not be fixed without a complete rework to the spawning logic of Sadako TVs / Freddy clocks / Pig boxes and so-on. I think this is an unfortunate "c'est la vie" sort of issue with Xenomorph, but it doesn't make it any less annoying. The Addons, otherwise known as "the just another anti-loop killer problem" One sad thing about Xenomorph is that the power doesn't lend itself to a lot of creativity. Xeno isn't a Chucky or Blight or Wraith where they can attach a lot of different effects to the power. She fundamentally has three mechanics:
Not helping is that many of Xeno's addons have durations that are simply far too short to use. Parker's Headband is 5% Haste for 3 seconds, shorter than the time gained from one use of Brutal Strength. Harpoon Gun lasts 10 seconds, which given the bad spawns of control stations it's never guaranteed you'll get a hit in that time. Molted Skin lasts a mere 3 seconds which... why? Who the heck is going to deploy a turret directly in front of the killer when the turrets already make you move at a snail's pace? Same thing can be said for Brett's Cap: it would be fine if the effect was tied to the range of turrets (akin to Sadako's Rickety Pinwheel addon), but no it's just "placed a turret? Have 25 seconds of blindness lol." Cat Carrier and Acidic Blood require you to mess up to get any value (Cat Carrier in particular requiring you to turn off your power for some gimmicky stealth)... The only addon that does anything interesting is Self-Destruct Bolt, and that's just basekit Superior Anatomy. It's only really useful in gimmick builds running Bamboozle or Superior Anatomy to just W key a survivor to death if they spam window vaults. I'm in no way trying to imply that Xenomorph's addons are bad: no no she has plenty of good ones like Semiotic Keyboard, Kane's Helmet, Lambert's Star Map, Crew Headset, Cereal Rations, Ripley's Watch, and of course Emergency Helmet. My point is that all the addons are very boring and either make turrets weaker, apply negligible debuffs, or have too short of a duration to use. tl;dr about the problems with Xenomorph as a killer: she was released in an overpowered state, "patched" with a gamebreaking bug for a month, and is now rather clunky to play. Flame turrets feel bad to play against, sometimes control stations spawn in bad locations, Xenomorph herself is very loud and annoying, and her addons are boring(Continued in the replies because post is too long) |
2024.04.10 21:07 LazloNibble Two 2nd and Charles Runs Later…
Most from the clearance bins. Yup, Gaucho is the SACD. I love it when shops don’t know what they have. Kinda hate it when you can tell that someone dumped an entire collection though… submitted by LazloNibble to Cd_collectors [link] [comments] |
2024.03.31 22:34 subredditsummarybot Your weekly /r/70sMusic roundup for the week of March 24 - March 30, 2024
score | comments | title & link | mirrors |
---|---|---|---|
12 | 36 comments | [Discussion :table_flip:] Favorite song of the 70s??? | |
3 | 11 comments | Favorite Rock song from a British band in the 70’s? | |
8 | 8 comments | [Discussion :table_flip:] Who on earth is Pierce Arrow? | |
9 | 4 comments | [1970] Jimi Hendrix - "Changes" | [Sp] [AM] [Dzr] [SC] |
11 | 3 comments | [1979] AC/DC - Touch Too Much | [Sp] [AM] [BC] [Dzr] [SC] |
2024.03.24 14:46 djdadzone The real kc vs stl comparison
STL has two big things over kc, closeness to the ozarks for outdoor activities and the music scene. I love KC, but it bums me out that my two favorite past times, live music and trout fishing are just better in STL. One of these things however is something we can fix. submitted by djdadzone to kansascity [link] [comments] |
2024.03.23 22:12 blindjuggalo666 This year's Boulevardia lineup is here.
submitted by blindjuggalo666 to u/blindjuggalo666 [link] [comments] |
2024.03.19 16:31 cbpantskiller This year's Boulevardia lineup is here.
submitted by cbpantskiller to kansascity [link] [comments] |
2024.03.08 05:53 DEJAAMNESIA Stream mix #1 PLZ PLUR Tiësto AIROD Vladimir Cauchemar by Deja Amnesia
2024.03.08 05:27 DEJAAMNESIA #30 ACID SYNTH TECHNO & TRANCE mixed by Deja Amnesia
2024.03.08 05:20 DEJAAMNESIA #30 TRANCE mixed by Deja Amnesia Tiësto AIROD Vladimir Cauchem...
2024.01.23 07:25 nowhereman136 All Guild Award Nominations and Wins 2024 (Updated Jan 22)
2024.01.03 08:45 totalloserenergy A-League Ins and Outs: Team news lands for clash between Sydney FC & Canberra 3/1/24
2023.12.25 16:14 kuigen My personal songs chart Top 50 (+50)
2023.11.10 16:16 PineMeadowsHobbyFarm KIRSTIE ALLIES REMOTE OREGON WILDERNESS HOME
submitted by PineMeadowsHobbyFarm to u/PineMeadowsHobbyFarm [link] [comments] |
2023.10.30 15:56 zepporamone [For Sale] Art Blakey, Nick Cave, The Cure, The Damned, Dick Diver, J Dilla, Father John Misty, Vince Guaraldi/Charlie Brown Xmas, Guided By Voices (Signed), Low, Mclusky, The Pogues, Prince, The Records, and The White Stripes
2023.10.18 13:50 YoungParisians Full page ad for Red Hot + Blue feat. U2's cover of 'Night and Day' - Spin, February 1991
submitted by YoungParisians to U2Band [link] [comments] |
2023.10.04 00:10 TiltedPlacitan Weekend Music Courtesy of Allison Davis
2023.09.06 13:43 pranavroh The Djinn Falls in Love - A Review